L L4D2node

CServerRemoteAccess::~CServerRemoteAccess

0x00210240 · 287 bytes · __thiscall

_ZN19CServerRemoteAccessD2Ev

Decompiled

undefined (1 param)

/* CServerRemoteAccess::~CServerRemoteAccess() */

void __thiscall CServerRemoteAccess::~CServerRemoteAccess(CServerRemoteAccess *this)

{
  int iVar1;
  int iVar2;
  CUtlMemory<unsigned_char,int> *this_00;
  
  *(undefined ***)this = &PTR__CServerRemoteAccess_002c5328;
  if (*(int *)(this + 0x4c) != -1) {
    iVar2 = *(int *)(this + 0x38);
    if (*(int *)(this + 0x38) != -1) {
      do {
        iVar1 = iVar2 * 0x1c + *(int *)(this + 0x2c);
        *(int *)(iVar1 + 0x14) = iVar2;
        iVar2 = *(int *)(iVar1 + 0x18);
      } while (*(int *)(iVar1 + 0x18) != -1);
      *(undefined4 *)(iVar1 + 0x18) = *(undefined4 *)(this + 0x40);
      if (*(int *)(this + 0x38) != -1) {
        *(int *)(this + 0x40) = *(int *)(this + 0x38);
      }
    }
    *(undefined4 *)(this + 0x38) = 0xffffffff;
    *(undefined4 *)(this + 0x3c) = 0xffffffff;
    *(undefined4 *)(this + 0x44) = 0;
  }
  if (-1 < *(int *)(this + 0x34)) {
    if (*(void **)(this + 0x2c) != (void *)0x0) {
      free(*(void **)(this + 0x2c));
      *(undefined4 *)(this + 0x2c) = 0;
    }
    *(undefined4 *)(this + 0x30) = 0;
  }
  if (*(int *)(this + 0x24) != -1) {
    iVar2 = *(int *)(this + 0x10);
    if (iVar2 != -1) {
      while( true ) {
        this_00 = (CUtlMemory<unsigned_char,int> *)(iVar2 * 0x44 + *(int *)(this + 4));
        iVar1 = *(int *)(this_00 + 0x40);
        CUtlMemory<unsigned_char,int>::Purge(this_00);
        *(int *)(this_00 + 0x3c) = iVar2;
        if (iVar1 == -1) break;
        *(int *)(this_00 + 0x40) = iVar1;
        iVar2 = iVar1;
      }
      *(undefined4 *)(this_00 + 0x40) = *(undefined4 *)(this + 0x18);
      if (*(int *)(this + 0x10) != -1) {
        *(int *)(this + 0x18) = *(int *)(this + 0x10);
      }
    }
    *(undefined4 *)(this + 0x10) = 0xffffffff;
    *(undefined4 *)(this + 0x14) = 0xffffffff;
    *(undefined4 *)(this + 0x1c) = 0;
  }
  if (-1 < *(int *)(this + 0xc)) {
    if (*(void **)(this + 4) != (void *)0x0) {
      free(*(void **)(this + 4));
      *(undefined4 *)(this + 4) = 0;
    }
    *(undefined4 *)(this + 8) = 0;
  }
  *(undefined ***)this = &PTR__IBaseInterface_002b0110;
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)